/*
 * Copyright (c) 2014 David Wicks, sansumbrella.com
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or
 * without modification, are permitted provided that the following
 * conditions are met:
 *
 * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 * Redistributions in binary form must reproduce the above copyright
 * notice, this list of conditions and the following disclaimer in the
 * documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#include "BlurrableThings.h"

using namespace cinder;

//
// BlurrableTransform
//

void BlurrableTransform::set( const vec3 &pos, const quat &orientation, const vec3 &scaler )
{
	mat4 m;
	m = translate( m, pos );
	m = rotate( m, angle(orientation), axis(orientation) );
	m = scale( m, scaler );
	mPreviousTransform = m;
	mTransform = m;
}

void BlurrableTransform::update( const vec3 &pos, const quat &orientation, const vec3 &scaler )
{
	mat4 m;
	m = translate( m, pos );
	m = rotate( m, angle(orientation), axis(orientation) );
	m = scale( m, scaler );
	mPreviousTransform = mTransform;
	mTransform = m;
}

//
// BlurrableMesh
//

BlurrableMesh::BlurrableMesh( gl::VboMeshRef mesh, const vec3 &pos ):
	mMesh( mesh ),
	mPosition( pos )
{
	mTransform.set( mPosition, ci::angleAxis( mSpin, mAxis ), mScale );
}

void BlurrableMesh::update( float dt )
{
	mSpin += M_PI * dt;
	mTheta += dt;
	if( mTheta > 2 * M_PI )
		mTheta -= 2 * M_PI;

	vec3 pos = mPosition + mOscillation * vec3( cos( mTheta ), sin( mTheta ), cos( mTheta ) * sin( mTheta ) );
	mTransform.update( pos, angleAxis( mSpin, mAxis ), mScale );
}
